unreal.MovieSceneSkeletalAnimationParams
¶
- class unreal.MovieSceneSkeletalAnimationParams(animation: AnimSequenceBase = Ellipsis, first_loop_start_frame_offset: FrameNumber = Ellipsis, start_frame_offset: FrameNumber = Ellipsis, end_frame_offset: FrameNumber = Ellipsis, play_rate: float = 0.0, reverse: bool = False, slot_name: Name = 'None', mirror_data_table: MirrorDataTable = Ellipsis, skip_anim_notifiers: bool = False, force_custom_mode: bool = False, swap_root_bone: SwapRootBone = Ellipsis)¶
Bases:
StructBase
Movie Scene Skeletal Animation Params
C++ Source:
Module: MovieSceneTracks
File: MovieSceneSkeletalAnimationSection.h
Editor Properties: (see get_editor_property/set_editor_property)
animation
(AnimSequenceBase): [Read-Write] Animation: The animation this section playsend_frame_offset
(FrameNumber): [Read-Write] End Frame Offset: The offset into the end of the animation clipfirst_loop_start_frame_offset
(FrameNumber): [Read-Write] First Loop Start Frame Offset: The offset into the beginning of the animation clip for the first loop of play.force_custom_mode
(bool): [Read-Write] Force Custom Mode: If on animation sequence will always play when active even if the animation is controlled by a Blueprint or Anim Instance Classmirror_data_table
(MirrorDataTable): [Read-Write] Mirror Data Tableplay_rate
(float): [Read-Write] Play Rate: The playback rate of the animation clipreverse
(bool): [Read-Write] Reverse: Reverse the playback of the animation clipskip_anim_notifiers
(bool): [Read-Write] Skip Anim Notifiers: If on will skip sending animation notifiesslot_name
(Name): [Read-Write] Slot Name: The slot name to use for the animationstart_frame_offset
(FrameNumber): [Read-Write] Start Frame Offset: The offset into the beginning of the animation clipswap_root_bone
(SwapRootBone): [Read-Write] Swap Root Bone: If on the root bone transform will be swapped to the specified root
- property animation: AnimSequenceBase¶
[Read-Write] Animation: The animation this section plays
- Type:
- property end_frame_offset: FrameNumber¶
[Read-Write] End Frame Offset: The offset into the end of the animation clip
- Type:
- property first_loop_start_frame_offset: FrameNumber¶
[Read-Write] First Loop Start Frame Offset: The offset into the beginning of the animation clip for the first loop of play.
- Type:
- property force_custom_mode: bool¶
[Read-Write] Force Custom Mode: If on animation sequence will always play when active even if the animation is controlled by a Blueprint or Anim Instance Class
- Type:
(bool)
- property mirror_data_table: MirrorDataTable¶
[Read-Write] Mirror Data Table
- Type:
- property play_rate: float¶
[Read-Write] Play Rate: The playback rate of the animation clip
- Type:
(float)
- property reverse: bool¶
[Read-Write] Reverse: Reverse the playback of the animation clip
- Type:
(bool)
- property skip_anim_notifiers: bool¶
[Read-Write] Skip Anim Notifiers: If on will skip sending animation notifies
- Type:
(bool)
- property slot_name: Name¶
[Read-Write] Slot Name: The slot name to use for the animation
- Type:
(Name)
- property start_frame_offset: FrameNumber¶
[Read-Write] Start Frame Offset: The offset into the beginning of the animation clip
- Type:
- property swap_root_bone: SwapRootBone¶
[Read-Write] Swap Root Bone: If on the root bone transform will be swapped to the specified root
- Type: